2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
20 // cl.input.c -- builds an intended movement command to send to the server
22 // Quake is a trademark of Id Software, Inc., (c) 1996 Id Software, Inc. All
29 ===============================================================================
33 Continuous button event tracking is complicated by the fact that two different
34 input sources (say, mouse button 1 and the control key) can both press the
35 same button, but the button should only be released when both of the
36 pressing key have been released.
38 When a key event issues a button command (+forward, +attack, etc), it appends
39 its key number as a parameter to the command so it can be matched up with
42 state bit 0 is the current state of the key
43 state bit 1 is edge triggered on the up to down transition
44 state bit 2 is edge triggered on the down to up transition
46 ===============================================================================
50 kbutton_t in_mlook, in_klook;
51 kbutton_t in_left, in_right, in_forward, in_back;
52 kbutton_t in_lookup, in_lookdown, in_moveleft, in_moveright;
53 kbutton_t in_strafe, in_speed, in_jump, in_attack, in_use;
54 kbutton_t in_up, in_down;
55 // LordHavoc: added 6 new buttons
56 kbutton_t in_button3, in_button4, in_button5, in_button6, in_button7, in_button8;
58 kbutton_t in_button9, in_button10, in_button11, in_button12, in_button13, in_button14, in_button15, in_button16;
64 void KeyDown (kbutton_t *b)
73 k = -1; // typed manually at the console for continuous down
75 if (k == b->down[0] || k == b->down[1])
76 return; // repeating key
84 Con_Print("Three keys down for a button!\n");
90 b->state |= 1 + 2; // down + impulse down
93 void KeyUp (kbutton_t *b)
102 { // typed manually at the console, assume for unsticking, so clear all
103 b->down[0] = b->down[1] = 0;
104 b->state = 4; // impulse up
110 else if (b->down[1] == k)
113 return; // key up without coresponding down (menu pass through)
114 if (b->down[0] || b->down[1])
115 return; // some other key is still holding it down
118 return; // still up (this should not happen)
119 b->state &= ~1; // now up
120 b->state |= 4; // impulse up
123 void IN_KLookDown (void) {KeyDown(&in_klook);}
124 void IN_KLookUp (void) {KeyUp(&in_klook);}
125 void IN_MLookDown (void) {KeyDown(&in_mlook);}
126 void IN_MLookUp (void)
129 if ( !(in_mlook.state&1) && lookspring.value)
132 void IN_UpDown(void) {KeyDown(&in_up);}
133 void IN_UpUp(void) {KeyUp(&in_up);}
134 void IN_DownDown(void) {KeyDown(&in_down);}
135 void IN_DownUp(void) {KeyUp(&in_down);}
136 void IN_LeftDown(void) {KeyDown(&in_left);}
137 void IN_LeftUp(void) {KeyUp(&in_left);}
138 void IN_RightDown(void) {KeyDown(&in_right);}
139 void IN_RightUp(void) {KeyUp(&in_right);}
140 void IN_ForwardDown(void) {KeyDown(&in_forward);}
141 void IN_ForwardUp(void) {KeyUp(&in_forward);}
142 void IN_BackDown(void) {KeyDown(&in_back);}
143 void IN_BackUp(void) {KeyUp(&in_back);}
144 void IN_LookupDown(void) {KeyDown(&in_lookup);}
145 void IN_LookupUp(void) {KeyUp(&in_lookup);}
146 void IN_LookdownDown(void) {KeyDown(&in_lookdown);}
147 void IN_LookdownUp(void) {KeyUp(&in_lookdown);}
148 void IN_MoveleftDown(void) {KeyDown(&in_moveleft);}
149 void IN_MoveleftUp(void) {KeyUp(&in_moveleft);}
150 void IN_MoverightDown(void) {KeyDown(&in_moveright);}
151 void IN_MoverightUp(void) {KeyUp(&in_moveright);}
153 void IN_SpeedDown(void) {KeyDown(&in_speed);}
154 void IN_SpeedUp(void) {KeyUp(&in_speed);}
155 void IN_StrafeDown(void) {KeyDown(&in_strafe);}
156 void IN_StrafeUp(void) {KeyUp(&in_strafe);}
158 void IN_AttackDown(void) {KeyDown(&in_attack);}
159 void IN_AttackUp(void) {KeyUp(&in_attack);}
161 void IN_UseDown(void) {KeyDown(&in_use);}
162 void IN_UseUp(void) {KeyUp(&in_use);}
164 // LordHavoc: added 6 new buttons
165 void IN_Button3Down(void) {KeyDown(&in_button3);}
166 void IN_Button3Up(void) {KeyUp(&in_button3);}
167 void IN_Button4Down(void) {KeyDown(&in_button4);}
168 void IN_Button4Up(void) {KeyUp(&in_button4);}
169 void IN_Button5Down(void) {KeyDown(&in_button5);}
170 void IN_Button5Up(void) {KeyUp(&in_button5);}
171 void IN_Button6Down(void) {KeyDown(&in_button6);}
172 void IN_Button6Up(void) {KeyUp(&in_button6);}
173 void IN_Button7Down(void) {KeyDown(&in_button7);}
174 void IN_Button7Up(void) {KeyUp(&in_button7);}
175 void IN_Button8Down(void) {KeyDown(&in_button8);}
176 void IN_Button8Up(void) {KeyUp(&in_button8);}
178 void IN_Button9Down(void) {KeyDown(&in_button9);}
179 void IN_Button9Up(void) {KeyUp(&in_button9);}
180 void IN_Button10Down(void) {KeyDown(&in_button10);}
181 void IN_Button10Up(void) {KeyUp(&in_button10);}
182 void IN_Button11Down(void) {KeyDown(&in_button11);}
183 void IN_Button11Up(void) {KeyUp(&in_button11);}
184 void IN_Button12Down(void) {KeyDown(&in_button12);}
185 void IN_Button12Up(void) {KeyUp(&in_button12);}
186 void IN_Button13Down(void) {KeyDown(&in_button13);}
187 void IN_Button13Up(void) {KeyUp(&in_button13);}
188 void IN_Button14Down(void) {KeyDown(&in_button14);}
189 void IN_Button14Up(void) {KeyUp(&in_button14);}
190 void IN_Button15Down(void) {KeyDown(&in_button15);}
191 void IN_Button15Up(void) {KeyUp(&in_button15);}
192 void IN_Button16Down(void) {KeyDown(&in_button16);}
193 void IN_Button16Up(void) {KeyUp(&in_button16);}
195 void IN_JumpDown (void) {KeyDown(&in_jump);}
196 void IN_JumpUp (void) {KeyUp(&in_jump);}
198 void IN_Impulse (void) {in_impulse=atoi(Cmd_Argv(1));}
200 in_bestweapon_info_t in_bestweapon_info[IN_BESTWEAPON_MAX];
202 void IN_BestWeapon_Register(const char *name, int impulse, int weaponbit, int activeweaponcode, int ammostat, int ammomin)
205 for(i = 0; i < IN_BESTWEAPON_MAX && in_bestweapon_info[i].impulse; ++i)
206 if(in_bestweapon_info[i].impulse == impulse)
208 if(i >= IN_BESTWEAPON_MAX)
210 Con_Printf("no slot left for weapon definition; increase IN_BESTWEAPON_MAX\n");
213 strlcpy(in_bestweapon_info[i].name, name, sizeof(in_bestweapon_info[i].name));
214 in_bestweapon_info[i].impulse = impulse;
216 in_bestweapon_info[i].weaponbit = weaponbit;
217 if(activeweaponcode != -1)
218 in_bestweapon_info[i].activeweaponcode = activeweaponcode;
220 in_bestweapon_info[i].ammostat = ammostat;
222 in_bestweapon_info[i].ammomin = ammomin;
225 void IN_BestWeapon_ResetData (void)
227 memset(in_bestweapon_info, 0, sizeof(in_bestweapon_info));
228 IN_BestWeapon_Register("1", 1, IT_AXE, IT_AXE, STAT_SHELLS, 0);
229 IN_BestWeapon_Register("2", 2, IT_SHOTGUN, IT_SHOTGUN, STAT_SHELLS, 1);
230 IN_BestWeapon_Register("3", 3, IT_SUPER_SHOTGUN, IT_SUPER_SHOTGUN, STAT_SHELLS, 1);
231 IN_BestWeapon_Register("4", 4, IT_NAILGUN, IT_NAILGUN, STAT_NAILS, 1);
232 IN_BestWeapon_Register("5", 5, IT_SUPER_NAILGUN, IT_SUPER_NAILGUN, STAT_NAILS, 1);
233 IN_BestWeapon_Register("6", 6, IT_GRENADE_LAUNCHER, IT_GRENADE_LAUNCHER, STAT_ROCKETS, 1);
234 IN_BestWeapon_Register("7", 7, IT_ROCKET_LAUNCHER, IT_ROCKET_LAUNCHER, STAT_ROCKETS, 1);
235 IN_BestWeapon_Register("8", 8, IT_LIGHTNING, IT_LIGHTNING, STAT_CELLS, 1);
236 IN_BestWeapon_Register("9", 9, 128, 128, STAT_CELLS, 1); // generic energy weapon for mods
237 IN_BestWeapon_Register("p", 209, 128, 128, STAT_CELLS, 1); // dpmod plasma gun
238 IN_BestWeapon_Register("w", 210, 8388608, 8388608, STAT_CELLS, 1); // dpmod plasma wave cannon
239 IN_BestWeapon_Register("l", 225, HIT_LASER_CANNON, HIT_LASER_CANNON, STAT_CELLS, 1); // hipnotic laser cannon
240 IN_BestWeapon_Register("h", 226, HIT_MJOLNIR, HIT_MJOLNIR, STAT_CELLS, 0); // hipnotic mjolnir hammer
243 void IN_BestWeapon_Register_f (void)
247 IN_BestWeapon_Register(
256 else if(Cmd_Argc() == 2 && !strcmp(Cmd_Argv(1), "clear"))
258 memset(in_bestweapon_info, 0, sizeof(in_bestweapon_info));
260 else if(Cmd_Argc() == 2 && !strcmp(Cmd_Argv(1), "quake"))
262 IN_BestWeapon_ResetData();
266 Con_Printf("Usage: %s weaponshortname impulse itemcode activeweaponcode ammostat ammomin; %s clear; %s quake\n", Cmd_Argv(0), Cmd_Argv(0), Cmd_Argv(0));
270 void IN_BestWeapon (void)
276 Con_Printf("bestweapon requires 1 or more parameters\n");
279 for (i = 1;i < Cmd_Argc();i++)
282 // figure out which weapon this character refers to
283 for (n = 0;n < IN_BESTWEAPON_MAX && in_bestweapon_info[n].impulse;n++)
285 if (!strcmp(in_bestweapon_info[n].name, t))
287 // we found out what weapon this character refers to
288 // check if the inventory contains the weapon and enough ammo
289 if ((cl.stats[STAT_ITEMS] & in_bestweapon_info[n].weaponbit) && (cl.stats[in_bestweapon_info[n].ammostat] >= in_bestweapon_info[n].ammomin))
291 // we found one of the weapons the player wanted
292 // send an impulse to switch to it
293 in_impulse = in_bestweapon_info[n].impulse;
299 // if we couldn't identify the weapon we just ignore it and continue checking for other weapons
301 // if we couldn't find any of the weapons, there's nothing more we can do...
305 void IN_CycleWeapon (void)
309 qboolean found = false;
313 Con_Printf("bestweapon requires 1 or more parameters\n");
316 for (i = 1;i < Cmd_Argc();i++)
319 // figure out which weapon this character refers to
320 for (n = 0;n < IN_BESTWEAPON_MAX && in_bestweapon_info[n].impulse;n++)
322 if (!strcmp(in_bestweapon_info[n].name, t))
324 // we found out what weapon this character refers to
325 // check if the inventory contains the weapon and enough ammo
326 if ((cl.stats[STAT_ITEMS] & in_bestweapon_info[n].weaponbit) && (cl.stats[in_bestweapon_info[n].ammostat] >= in_bestweapon_info[n].ammomin))
328 // we found one of the weapons the player wanted
333 in_impulse = in_bestweapon_info[n].impulse;
336 if(cl.stats[STAT_ACTIVEWEAPON] == in_bestweapon_info[n].activeweaponcode)
342 // if we couldn't identify the weapon we just ignore it and continue checking for other weapons
346 in_impulse = in_bestweapon_info[first].impulse;
349 // if we couldn't find any of the weapons, there's nothing more we can do...
357 Returns 0.25 if a key was pressed and released during the frame,
358 0.5 if it was pressed and held
359 0 if held then released, and
360 1.0 if held for the entire time
363 float CL_KeyState (kbutton_t *key)
366 qboolean impulsedown, impulseup, down;
368 impulsedown = (key->state & 2) != 0;
369 impulseup = (key->state & 4) != 0;
370 down = (key->state & 1) != 0;
373 if (impulsedown && !impulseup)
376 val = 0.5; // pressed and held this frame
378 val = 0; // I_Error ();
380 if (impulseup && !impulsedown)
383 val = 0; // I_Error ();
385 val = 0; // released this frame
387 if (!impulsedown && !impulseup)
390 val = 1.0; // held the entire frame
392 val = 0; // up the entire frame
394 if (impulsedown && impulseup)
397 val = 0.75; // released and re-pressed this frame
399 val = 0.25; // pressed and released this frame
402 key->state &= 1; // clear impulses
410 //==========================================================================
412 cvar_t cl_upspeed = {CVAR_SAVE, "cl_upspeed","400","vertical movement speed (while swimming or flying)"};
413 cvar_t cl_forwardspeed = {CVAR_SAVE, "cl_forwardspeed","400","forward movement speed"};
414 cvar_t cl_backspeed = {CVAR_SAVE, "cl_backspeed","400","backward movement speed"};
415 cvar_t cl_sidespeed = {CVAR_SAVE, "cl_sidespeed","350","strafe movement speed"};
417 cvar_t cl_movespeedkey = {CVAR_SAVE, "cl_movespeedkey","2.0","how much +speed multiplies keyboard movement speed"};
418 cvar_t cl_movecliptokeyboard = {0, "cl_movecliptokeyboard", "0", "if set to 1, any move is clipped to the nine keyboard states; if set to 2, only the direction is clipped, not the amount"};
420 cvar_t cl_yawspeed = {CVAR_SAVE, "cl_yawspeed","140","keyboard yaw turning speed"};
421 cvar_t cl_pitchspeed = {CVAR_SAVE, "cl_pitchspeed","150","keyboard pitch turning speed"};
423 cvar_t cl_anglespeedkey = {CVAR_SAVE, "cl_anglespeedkey","1.5","how much +speed multiplies keyboard turning speed"};
425 cvar_t cl_movement = {CVAR_SAVE, "cl_movement", "0", "enables clientside prediction of your player movement"};
426 cvar_t cl_movement_replay = {0, "cl_movement_replay", "1", "use engine prediction"};
427 cvar_t cl_movement_nettimeout = {CVAR_SAVE, "cl_movement_nettimeout", "0.3", "stops predicting moves when server is lagging badly (avoids major performance problems), timeout in seconds"};
428 cvar_t cl_movement_minping = {CVAR_SAVE, "cl_movement_minping", "0", "whether to use prediction when ping is lower than this value in milliseconds"};
429 cvar_t cl_movement_track_canjump = {CVAR_SAVE, "cl_movement_track_canjump", "1", "track if the player released the jump key between two jumps to decide if he is able to jump or not; when off, this causes some \"sliding\" slightly above the floor when the jump key is held too long; if the mod allows repeated jumping by holding space all the time, this has to be set to zero too"};
430 cvar_t cl_movement_maxspeed = {0, "cl_movement_maxspeed", "320", "how fast you can move (should match sv_maxspeed)"};
431 cvar_t cl_movement_maxairspeed = {0, "cl_movement_maxairspeed", "30", "how fast you can move while in the air (should match sv_maxairspeed)"};
432 cvar_t cl_movement_stopspeed = {0, "cl_movement_stopspeed", "100", "speed below which you will be slowed rapidly to a stop rather than sliding endlessly (should match sv_stopspeed)"};
433 cvar_t cl_movement_friction = {0, "cl_movement_friction", "4", "how fast you slow down (should match sv_friction)"};
434 cvar_t cl_movement_wallfriction = {0, "cl_movement_wallfriction", "1", "how fast you slow down while sliding along a wall (should match sv_wallfriction)"};
435 cvar_t cl_movement_waterfriction = {0, "cl_movement_waterfriction", "-1", "how fast you slow down (should match sv_waterfriction), if less than 0 the cl_movement_friction variable is used instead"};
436 cvar_t cl_movement_edgefriction = {0, "cl_movement_edgefriction", "1", "how much to slow down when you may be about to fall off a ledge (should match edgefriction)"};
437 cvar_t cl_movement_stepheight = {0, "cl_movement_stepheight", "18", "how tall a step you can step in one instant (should match sv_stepheight)"};
438 cvar_t cl_movement_accelerate = {0, "cl_movement_accelerate", "10", "how fast you accelerate (should match sv_accelerate)"};
439 cvar_t cl_movement_airaccelerate = {0, "cl_movement_airaccelerate", "-1", "how fast you accelerate while in the air (should match sv_airaccelerate), if less than 0 the cl_movement_accelerate variable is used instead"};
440 cvar_t cl_movement_wateraccelerate = {0, "cl_movement_wateraccelerate", "-1", "how fast you accelerate while in water (should match sv_wateraccelerate), if less than 0 the cl_movement_accelerate variable is used instead"};
441 cvar_t cl_movement_jumpvelocity = {0, "cl_movement_jumpvelocity", "270", "how fast you move upward when you begin a jump (should match the quakec code)"};
442 cvar_t cl_movement_airaccel_qw = {0, "cl_movement_airaccel_qw", "1", "ratio of QW-style air control as opposed to simple acceleration (reduces speed gain when zigzagging) (should match sv_airaccel_qw); when < 0, the speed is clamped against the maximum allowed forward speed after the move"};
443 cvar_t cl_movement_airaccel_sideways_friction = {0, "cl_movement_airaccel_sideways_friction", "0", "anti-sideways movement stabilization (should match sv_airaccel_sideways_friction); when < 0, only so much friction is applied that braking (by accelerating backwards) cannot be stronger"};
445 cvar_t in_pitch_min = {0, "in_pitch_min", "-90", "how far downward you can aim (quake used -70"};
446 cvar_t in_pitch_max = {0, "in_pitch_max", "90", "how far upward you can aim (quake used 80"};
448 cvar_t m_filter = {CVAR_SAVE, "m_filter","0", "smoothes mouse movement, less responsive but smoother aiming"};
449 cvar_t m_accelerate = {CVAR_SAVE, "m_accelerate","1", "mouse acceleration factor (try 2)"};
450 cvar_t m_accelerate_minspeed = {CVAR_SAVE, "m_accelerate_minspeed","5000", "below this speed, no acceleration is done"};
451 cvar_t m_accelerate_maxspeed = {CVAR_SAVE, "m_accelerate_maxspeed","10000", "above this speed, full acceleration is done"};
452 cvar_t m_accelerate_filter = {CVAR_SAVE, "m_accelerate_filter","0.1", "mouse acceleration factor filtering"};
454 cvar_t cl_netfps = {CVAR_SAVE, "cl_netfps","72", "how many input packets to send to server each second"};
455 cvar_t cl_netrepeatinput = {CVAR_SAVE, "cl_netrepeatinput", "1", "how many packets in a row can be lost without movement issues when using cl_movement (technically how many input messages to repeat in each packet that have not yet been acknowledged by the server), only affects DP7 and later servers (Quake uses 0, QuakeWorld uses 2, and just for comparison Quake3 uses 1)"};
456 cvar_t cl_netimmediatebuttons = {CVAR_SAVE, "cl_netimmediatebuttons", "1", "sends extra packets whenever your buttons change or an impulse is used (basically: whenever you click fire or change weapon)"};
458 cvar_t cl_nodelta = {0, "cl_nodelta", "0", "disables delta compression of non-player entities in QW network protocol"};
460 cvar_t cl_csqc_generatemousemoveevents = {0, "cl_csqc_generatemousemoveevents", "1", "enables calls to CSQC_InputEvent with type 2, for compliance with EXT_CSQC spec"};
462 extern cvar_t v_flipped;
468 Moves the local angle positions
471 void CL_AdjustAngles (void)
476 if (in_speed.state & 1)
477 speed = cl.realframetime * cl_anglespeedkey.value;
479 speed = cl.realframetime;
481 if (!(in_strafe.state & 1))
483 cl.viewangles[YAW] -= speed*cl_yawspeed.value*CL_KeyState (&in_right);
484 cl.viewangles[YAW] += speed*cl_yawspeed.value*CL_KeyState (&in_left);
486 if (in_klook.state & 1)
489 cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * CL_KeyState (&in_forward);
490 cl.viewangles[PITCH] += speed*cl_pitchspeed.value * CL_KeyState (&in_back);
493 up = CL_KeyState (&in_lookup);
494 down = CL_KeyState(&in_lookdown);
496 cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * up;
497 cl.viewangles[PITCH] += speed*cl_pitchspeed.value * down;
502 cl.viewangles[YAW] = ANGLEMOD(cl.viewangles[YAW]);
503 cl.viewangles[PITCH] = ANGLEMOD(cl.viewangles[PITCH]);
504 if (cl.viewangles[YAW] >= 180)
505 cl.viewangles[YAW] -= 360;
506 if (cl.viewangles[PITCH] >= 180)
507 cl.viewangles[PITCH] -= 360;
508 cl.viewangles[PITCH] = bound(in_pitch_min.value, cl.viewangles[PITCH], in_pitch_max.value);
509 cl.viewangles[ROLL] = bound(-180, cl.viewangles[ROLL], 180);
512 int cl_ignoremousemoves = 2;
518 Send the intended movement message to the server
521 extern qboolean CL_VM_InputEvent (int eventtype, int x, int y);
525 static float old_mouse_x = 0, old_mouse_y = 0;
527 // clamp before the move to prevent starting with bad angles
530 if(v_flipped.integer)
531 cl.viewangles[YAW] = -cl.viewangles[YAW];
533 // reset some of the command fields
534 cl.cmd.forwardmove = 0;
538 // get basic movement from keyboard
539 if (in_strafe.state & 1)
541 cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_right);
542 cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_left);
545 cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_moveright);
546 cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_moveleft);
548 cl.cmd.upmove += cl_upspeed.value * CL_KeyState (&in_up);
549 cl.cmd.upmove -= cl_upspeed.value * CL_KeyState (&in_down);
551 if (! (in_klook.state & 1) )
553 cl.cmd.forwardmove += cl_forwardspeed.value * CL_KeyState (&in_forward);
554 cl.cmd.forwardmove -= cl_backspeed.value * CL_KeyState (&in_back);
557 // adjust for speed key
558 if (in_speed.state & 1)
560 cl.cmd.forwardmove *= cl_movespeedkey.value;
561 cl.cmd.sidemove *= cl_movespeedkey.value;
562 cl.cmd.upmove *= cl_movespeedkey.value;
565 // allow mice or other external controllers to add to the move
568 // send mouse move to csqc
569 if (cl.csqc_loaded && cl_csqc_generatemousemoveevents.integer)
571 if (cl.csqc_wantsmousemove)
573 // event type 3 is a DP_CSQC thing
574 static int oldwindowmouse[2];
575 if (oldwindowmouse[0] != in_windowmouse_x || oldwindowmouse[1] != in_windowmouse_y)
577 CL_VM_InputEvent(3, in_windowmouse_x * vid_conwidth.integer / vid.width, in_windowmouse_y * vid_conheight.integer / vid.height);
578 oldwindowmouse[0] = in_windowmouse_x;
579 oldwindowmouse[1] = in_windowmouse_y;
584 if (in_mouse_x || in_mouse_y)
585 CL_VM_InputEvent(2, in_mouse_x * vid_conwidth.integer / vid.width, in_mouse_y * vid_conheight.integer / vid.height);
589 // apply m_accelerate if it is on
590 if(m_accelerate.value > 1)
592 static float averagespeed = 0;
593 float speed, f, mi, ma;
595 speed = sqrt(in_mouse_x * in_mouse_x + in_mouse_y * in_mouse_y) / cl.realframetime;
596 if(m_accelerate_filter.value > 0)
597 f = bound(0, cl.realframetime / m_accelerate_filter.value, 1);
600 averagespeed = speed * f + averagespeed * (1 - f);
602 mi = max(1, m_accelerate_minspeed.value);
603 ma = max(m_accelerate_minspeed.value + 1, m_accelerate_maxspeed.value);
605 if(averagespeed <= mi)
609 else if(averagespeed >= ma)
611 f = m_accelerate.value;
616 f = (f - mi) / (ma - mi) * (m_accelerate.value - 1) + 1;
623 // apply m_filter if it is on
626 if (m_filter.integer)
628 in_mouse_x = (mx + old_mouse_x) * 0.5;
629 in_mouse_y = (my + old_mouse_y) * 0.5;
634 // ignore a mouse move if mouse was activated/deactivated this frame
635 if (cl_ignoremousemoves)
637 cl_ignoremousemoves--;
638 in_mouse_x = old_mouse_x = 0;
639 in_mouse_y = old_mouse_y = 0;
642 // if not in menu, apply mouse move to viewangles/movement
643 if (!key_consoleactive && key_dest == key_game && !cl.csqc_wantsmousemove && cl_prydoncursor.integer <= 0)
645 float modulatedsensitivity = sensitivity.value * cl.sensitivityscale;
646 if (in_strafe.state & 1)
648 // strafing mode, all looking is movement
650 cl.cmd.sidemove += m_side.value * in_mouse_x * modulatedsensitivity;
651 if (noclip_anglehack)
652 cl.cmd.upmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
654 cl.cmd.forwardmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
656 else if ((in_mlook.state & 1) || freelook.integer)
658 // mouselook, lookstrafe causes turning to become strafing
660 if (lookstrafe.integer)
661 cl.cmd.sidemove += m_side.value * in_mouse_x * modulatedsensitivity;
663 cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * modulatedsensitivity * cl.viewzoom;
664 cl.viewangles[PITCH] += m_pitch.value * in_mouse_y * modulatedsensitivity * cl.viewzoom;
668 // non-mouselook, yaw turning and forward/back movement
669 cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * modulatedsensitivity * cl.viewzoom;
670 cl.cmd.forwardmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
673 else // don't pitch drift when csqc is controlling the mouse
675 // mouse interacting with the scene, mostly stationary view
677 // update prydon cursor
678 cl.cmd.cursor_screen[0] = in_windowmouse_x * 2.0 / vid.width - 1.0;
679 cl.cmd.cursor_screen[1] = in_windowmouse_y * 2.0 / vid.height - 1.0;
682 if(v_flipped.integer)
684 cl.viewangles[YAW] = -cl.viewangles[YAW];
685 cl.cmd.sidemove = -cl.cmd.sidemove;
688 // clamp after the move to prevent rendering with bad angles
691 if(cl_movecliptokeyboard.integer)
694 if (in_speed.state & 1)
695 f *= cl_movespeedkey.value;
696 if(cl_movecliptokeyboard.integer == 2)
698 // digital direction, analog amount
699 vec_t wishvel_x, wishvel_y;
700 f *= max(cl_sidespeed.value, max(cl_forwardspeed.value, cl_backspeed.value));
701 wishvel_x = fabs(cl.cmd.forwardmove);
702 wishvel_y = fabs(cl.cmd.sidemove);
703 if(wishvel_x != 0 && wishvel_y != 0 && wishvel_x != wishvel_y)
705 vec_t wishspeed = sqrt(wishvel_x * wishvel_x + wishvel_y * wishvel_y);
706 if(wishvel_x >= 2 * wishvel_y)
709 if(cl.cmd.forwardmove > 0)
710 cl.cmd.forwardmove = wishspeed;
712 cl.cmd.forwardmove = -wishspeed;
715 else if(wishvel_y >= 2 * wishvel_x)
718 cl.cmd.forwardmove = 0;
719 if(cl.cmd.sidemove > 0)
720 cl.cmd.sidemove = wishspeed;
722 cl.cmd.sidemove = -wishspeed;
727 if(cl.cmd.forwardmove > 0)
728 cl.cmd.forwardmove = 0.70710678118654752440 * wishspeed;
730 cl.cmd.forwardmove = -0.70710678118654752440 * wishspeed;
731 if(cl.cmd.sidemove > 0)
732 cl.cmd.sidemove = 0.70710678118654752440 * wishspeed;
734 cl.cmd.sidemove = -0.70710678118654752440 * wishspeed;
738 else if(cl_movecliptokeyboard.integer)
740 // digital direction, digital amount
741 if(cl.cmd.sidemove >= cl_sidespeed.value * f * 0.5)
742 cl.cmd.sidemove = cl_sidespeed.value * f;
743 else if(cl.cmd.sidemove <= -cl_sidespeed.value * f * 0.5)
744 cl.cmd.sidemove = -cl_sidespeed.value * f;
747 if(cl.cmd.forwardmove >= cl_forwardspeed.value * f * 0.5)
748 cl.cmd.forwardmove = cl_forwardspeed.value * f;
749 else if(cl.cmd.forwardmove <= -cl_backspeed.value * f * 0.5)
750 cl.cmd.forwardmove = -cl_backspeed.value * f;
752 cl.cmd.forwardmove = 0;
757 #include "cl_collision.h"
759 void CL_UpdatePrydonCursor(void)
763 if (cl_prydoncursor.integer <= 0)
764 VectorClear(cl.cmd.cursor_screen);
767 if (cl.cmd.cursor_screen[0] < -1)
769 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - -1) * vid.width * sensitivity.value * cl.viewzoom;
770 cl.cmd.cursor_screen[0] = -1;
772 if (cl.cmd.cursor_screen[0] > 1)
774 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - 1) * vid.width * sensitivity.value * cl.viewzoom;
775 cl.cmd.cursor_screen[0] = 1;
777 if (cl.cmd.cursor_screen[1] < -1)
779 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - -1) * vid.height * sensitivity.value * cl.viewzoom;
780 cl.cmd.cursor_screen[1] = -1;
782 if (cl.cmd.cursor_screen[1] > 1)
784 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - 1) * vid.height * sensitivity.value * cl.viewzoom;
785 cl.cmd.cursor_screen[1] = 1;
788 cl.cmd.cursor_screen[0] = bound(-1, cl.cmd.cursor_screen[0], 1);
789 cl.cmd.cursor_screen[1] = bound(-1, cl.cmd.cursor_screen[1], 1);
790 cl.cmd.cursor_screen[2] = 1;
792 // calculate current view matrix
793 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, cl.cmd.cursor_start);
794 // calculate direction vector of cursor in viewspace by using frustum slopes
795 VectorSet(temp, cl.cmd.cursor_screen[2] * 1000000, (v_flipped.integer ? -1 : 1) * cl.cmd.cursor_screen[0] * -r_refdef.view.frustum_x * 1000000, cl.cmd.cursor_screen[1] * -r_refdef.view.frustum_y * 1000000);
796 Matrix4x4_Transform(&r_refdef.view.matrix, temp, cl.cmd.cursor_end);
797 // trace from view origin to the cursor
798 if (cl_prydoncursor_notrace.integer)
800 cl.cmd.cursor_fraction = 1.0f;
801 VectorCopy(cl.cmd.cursor_end, cl.cmd.cursor_impact);
802 VectorClear(cl.cmd.cursor_normal);
803 cl.cmd.cursor_entitynumber = 0;
806 cl.cmd.cursor_fraction = CL_SelectTraceLine(cl.cmd.cursor_start, cl.cmd.cursor_end, cl.cmd.cursor_impact, cl.cmd.cursor_normal, &cl.cmd.cursor_entitynumber, (chase_active.integer || cl.intermission) ? &cl.entities[cl.playerentity].render : NULL);
809 typedef enum waterlevel_e
818 typedef struct cl_clientmovement_state_s
823 // current bounding box (different if crouched vs standing)
826 // currently on the ground
828 // currently crouching
830 // what kind of water (SUPERCONTENTS_LAVA for instance)
833 waterlevel_t waterlevel;
834 // weird hacks when jumping out of water
835 // (this is in seconds and counts down to 0)
841 cl_clientmovement_state_t;
843 #define NUMOFFSETS 27
844 static vec3_t offsets[NUMOFFSETS] =
846 // 1 no nudge (just return the original if this test passes)
847 { 0.000, 0.000, 0.000},
849 { 0.000, 0.000, 0.125}, { 0.000, 0.000, -0.125},
850 {-0.125, 0.000, 0.000}, { 0.125, 0.000, 0.000},
851 { 0.000, -0.125, 0.000}, { 0.000, 0.125, 0.000},
852 // 4 diagonal flat nudges
853 {-0.125, -0.125, 0.000}, { 0.125, -0.125, 0.000},
854 {-0.125, 0.125, 0.000}, { 0.125, 0.125, 0.000},
855 // 8 diagonal upward nudges
856 {-0.125, 0.000, 0.125}, { 0.125, 0.000, 0.125},
857 { 0.000, -0.125, 0.125}, { 0.000, 0.125, 0.125},
858 {-0.125, -0.125, 0.125}, { 0.125, -0.125, 0.125},
859 {-0.125, 0.125, 0.125}, { 0.125, 0.125, 0.125},
860 // 8 diagonal downward nudges
861 {-0.125, 0.000, -0.125}, { 0.125, 0.000, -0.125},
862 { 0.000, -0.125, -0.125}, { 0.000, 0.125, -0.125},
863 {-0.125, -0.125, -0.125}, { 0.125, -0.125, -0.125},
864 {-0.125, 0.125, -0.125}, { 0.125, 0.125, -0.125},
867 qboolean CL_ClientMovement_Unstick(cl_clientmovement_state_t *s)
871 for (i = 0;i < NUMOFFSETS;i++)
873 VectorAdd(offsets[i], s->origin, neworigin);
874 if (!CL_TraceBox(neworigin, cl.playercrouchmins, cl.playercrouchmaxs, neworigin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false).startsolid)
876 VectorCopy(neworigin, s->origin);
880 // if all offsets failed, give up
884 void CL_ClientMovement_UpdateStatus(cl_clientmovement_state_t *s)
886 vec3_t origin1, origin2;
889 // make sure player is not stuck
890 CL_ClientMovement_Unstick(s);
895 // wants to crouch, this always works..
901 // wants to stand, if currently crouching we need to check for a
905 trace = CL_TraceBox(s->origin, cl.playerstandmins, cl.playerstandmaxs, s->origin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
906 if (!trace.startsolid)
912 VectorCopy(cl.playercrouchmins, s->mins);
913 VectorCopy(cl.playercrouchmaxs, s->maxs);
917 VectorCopy(cl.playerstandmins, s->mins);
918 VectorCopy(cl.playerstandmaxs, s->maxs);
922 VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + 1);
923 VectorSet(origin2, s->origin[0], s->origin[1], s->origin[2] - 1); // -2 causes clientside doublejump bug at above 150fps, raising that to 300fps :)
924 trace = CL_TraceBox(origin1, s->mins, s->maxs, origin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
925 s->onground = trace.fraction < 1 && trace.plane.normal[2] > 0.7;
927 // set watertype/waterlevel
928 VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + s->mins[2] + 1);
929 s->waterlevel = WATERLEVEL_NONE;
930 s->watertype = CL_TracePoint(origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK;
933 s->waterlevel = WATERLEVEL_WETFEET;
934 origin1[2] = s->origin[2] + (s->mins[2] + s->maxs[2]) * 0.5f;
935 if (CL_TracePoint(origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
937 s->waterlevel = WATERLEVEL_SWIMMING;
938 origin1[2] = s->origin[2] + 22;
939 if (CL_TracePoint(origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
940 s->waterlevel = WATERLEVEL_SUBMERGED;
944 // water jump prediction
945 if (s->onground || s->velocity[2] <= 0 || s->waterjumptime <= 0)
946 s->waterjumptime = 0;
949 void CL_ClientMovement_Move(cl_clientmovement_state_t *s)
955 vec3_t currentorigin2;
957 vec3_t primalvelocity;
961 CL_ClientMovement_UpdateStatus(s);
962 VectorCopy(s->velocity, primalvelocity);
963 for (bump = 0, t = s->cmd.frametime;bump < 8 && VectorLength2(s->velocity) > 0;bump++)
965 VectorMA(s->origin, t, s->velocity, neworigin);
966 trace = CL_TraceBox(s->origin, s->mins, s->maxs, neworigin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
967 if (trace.fraction < 1 && trace.plane.normal[2] == 0)
969 // may be a step or wall, try stepping up
970 // first move forward at a higher level
971 VectorSet(currentorigin2, s->origin[0], s->origin[1], s->origin[2] + cl.movevars_stepheight);
972 VectorSet(neworigin2, neworigin[0], neworigin[1], s->origin[2] + cl.movevars_stepheight);
973 trace2 = CL_TraceBox(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
974 if (!trace2.startsolid)
976 // then move down from there
977 VectorCopy(trace2.endpos, currentorigin2);
978 VectorSet(neworigin2, trace2.endpos[0], trace2.endpos[1], s->origin[2]);
979 trace3 = CL_TraceBox(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
980 //Con_Printf("%f %f %f %f : %f %f %f %f : %f %f %f %f\n", trace.fraction, trace.endpos[0], trace.endpos[1], trace.endpos[2], trace2.fraction, trace2.endpos[0], trace2.endpos[1], trace2.endpos[2], trace3.fraction, trace3.endpos[0], trace3.endpos[1], trace3.endpos[2]);
981 // accept the new trace if it made some progress
982 if (fabs(trace3.endpos[0] - trace.endpos[0]) >= 0.03125 || fabs(trace3.endpos[1] - trace.endpos[1]) >= 0.03125)
985 VectorCopy(trace3.endpos, trace.endpos);
990 // check if it moved at all
991 if (trace.fraction >= 0.001)
992 VectorCopy(trace.endpos, s->origin);
994 // check if it moved all the way
995 if (trace.fraction == 1)
998 //if (trace.plane.normal[2] > 0.7)
999 // s->onground = true;
1001 t -= t * trace.fraction;
1003 f = DotProduct(s->velocity, trace.plane.normal);
1004 VectorMA(s->velocity, -f, trace.plane.normal, s->velocity);
1006 if (s->waterjumptime > 0)
1007 VectorCopy(primalvelocity, s->velocity);
1011 void CL_ClientMovement_Physics_Swim(cl_clientmovement_state_t *s)
1018 // water jump only in certain situations
1019 // this mimics quakeworld code
1020 if (s->cmd.jump && s->waterlevel == 2 && s->velocity[2] >= -180)
1025 VectorSet(yawangles, 0, s->cmd.viewangles[1], 0);
1026 AngleVectors(yawangles, forward, NULL, NULL);
1027 VectorMA(s->origin, 24, forward, spot);
1029 if (CL_TracePoint(spot, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsolid)
1032 if (!CL_TracePoint(spot, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsolid)
1034 VectorScale(forward, 50, s->velocity);
1035 s->velocity[2] = 310;
1036 s->waterjumptime = 2;
1037 s->onground = false;
1038 s->cmd.canjump = false;
1043 if (!(s->cmd.forwardmove*s->cmd.forwardmove + s->cmd.sidemove*s->cmd.sidemove + s->cmd.upmove*s->cmd.upmove))
1045 // drift towards bottom
1046 VectorSet(wishvel, 0, 0, -60);
1054 // calculate movement vector
1055 AngleVectors(s->cmd.viewangles, forward, right, up);
1056 VectorSet(up, 0, 0, 1);
1057 VectorMAMAM(s->cmd.forwardmove, forward, s->cmd.sidemove, right, s->cmd.upmove, up, wishvel);
1060 // split wishvel into wishspeed and wishdir
1061 wishspeed = VectorLength(wishvel);
1063 VectorScale(wishvel, 1 / wishspeed, wishdir);
1065 VectorSet( wishdir, 0.0, 0.0, 0.0 );
1066 wishspeed = min(wishspeed, cl.movevars_maxspeed) * 0.7;
1071 if (s->waterjumptime <= 0)
1074 f = 1 - s->cmd.frametime * cl.movevars_waterfriction * (cls.protocol == PROTOCOL_QUAKEWORLD ? s->waterlevel : 1);
1076 VectorScale(s->velocity, f, s->velocity);
1078 // water acceleration
1079 f = wishspeed - DotProduct(s->velocity, wishdir);
1082 f = min(cl.movevars_wateraccelerate * s->cmd.frametime * wishspeed, f);
1083 VectorMA(s->velocity, f, wishdir, s->velocity);
1086 // holding jump button swims upward slowly
1089 if (s->watertype & SUPERCONTENTS_LAVA)
1090 s->velocity[2] = 50;
1091 else if (s->watertype & SUPERCONTENTS_SLIME)
1092 s->velocity[2] = 80;
1095 if (gamemode == GAME_NEXUIZ || gamemode == GAME_XONOTIC)
1096 s->velocity[2] = 200;
1098 s->velocity[2] = 100;
1103 CL_ClientMovement_Move(s);
1106 static vec_t CL_IsMoveInDirection(vec_t forward, vec_t side, vec_t angle)
1108 if(forward == 0 && side == 0)
1109 return 0; // avoid division by zero
1110 angle -= RAD2DEG(atan2(side, forward));
1111 angle = (ANGLEMOD(angle + 180) - 180) / 45;
1116 return 1 - fabs(angle);
1119 static vec_t CL_GeomLerp(vec_t a, vec_t lerp, vec_t b)
1135 return a * pow(fabs(b / a), lerp);
1138 void CL_ClientMovement_Physics_CPM_PM_Aircontrol(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed)
1140 vec_t zspeed, speed, dot, k;
1143 // this doesn't play well with analog input
1144 if(s->cmd.forwardmove == 0 || s->cmd.sidemove != 0)
1148 k = 32 * (2 * CL_IsMoveInDirection(s->cmd.forwardmove, s->cmd.sidemove, 0) - 1);
1153 k *= bound(0, wishspeed / cl.movevars_maxairspeed, 1);
1155 zspeed = s->velocity[2];
1157 speed = VectorNormalizeLength(s->velocity);
1159 dot = DotProduct(s->velocity, wishdir);
1161 if(dot > 0) { // we can't change direction while slowing down
1162 k *= pow(dot, cl.movevars_aircontrol_power)*s->cmd.frametime;
1163 speed = max(0, speed - cl.movevars_aircontrol_penalty * sqrt(max(0, 1 - dot*dot)) * k/32);
1164 k *= cl.movevars_aircontrol;
1165 VectorMAM(speed, s->velocity, k, wishdir, s->velocity);
1166 VectorNormalize(s->velocity);
1169 VectorScale(s->velocity, speed, s->velocity);
1170 s->velocity[2] = zspeed;
1173 float CL_ClientMovement_Physics_AdjustAirAccelQW(float accelqw, float factor)
1176 (accelqw < 0 ? -1 : +1)
1178 bound(0.000001, 1 - (1 - fabs(accelqw)) * factor, 1);
1181 void CL_ClientMovement_Physics_PM_Accelerate(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed, vec_t wishspeed0, vec_t accel, vec_t accelqw, vec_t stretchfactor, vec_t sidefric, vec_t speedlimit)
1188 vec_t vel_xy_current;
1189 vec_t vel_xy_backward, vel_xy_forward;
1192 if(stretchfactor > 0)
1193 speedclamp = stretchfactor;
1194 else if(accelqw < 0)
1197 speedclamp = -1; // no clamping
1202 if(cl.moveflags & MOVEFLAG_Q2AIRACCELERATE)
1203 wishspeed0 = wishspeed; // don't need to emulate this Q1 bug
1205 vel_straight = DotProduct(s->velocity, wishdir);
1206 vel_z = s->velocity[2];
1207 VectorCopy(s->velocity, vel_xy); vel_xy[2] -= vel_z;
1208 VectorMA(vel_xy, -vel_straight, wishdir, vel_perpend);
1210 step = accel * s->cmd.frametime * wishspeed0;
1212 vel_xy_current = VectorLength(vel_xy);
1214 accelqw = CL_ClientMovement_Physics_AdjustAirAccelQW(accelqw, (speedlimit - bound(wishspeed, vel_xy_current, speedlimit)) / max(1, speedlimit - wishspeed));
1215 vel_xy_forward = vel_xy_current + bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
1216 vel_xy_backward = vel_xy_current - bound(0, wishspeed + vel_xy_current, step) * accelqw - step * (1 - accelqw);
1217 if(vel_xy_backward < 0)
1218 vel_xy_backward = 0; // not that it REALLY occurs that this would cause wrong behaviour afterwards
1220 vel_straight = vel_straight + bound(0, wishspeed - vel_straight, step) * accelqw + step * (1 - accelqw);
1222 if(sidefric < 0 && VectorLength2(vel_perpend))
1223 // negative: only apply so much sideways friction to stay below the speed you could get by "braking"
1226 f = max(0, 1 + s->cmd.frametime * wishspeed * sidefric);
1227 fmin = (vel_xy_backward*vel_xy_backward - vel_straight*vel_straight) / VectorLength2(vel_perpend);
1229 // vel_xy_backward*vel_xy_backward - vel_straight*vel_straight > vel_perpend*vel_perpend
1230 // vel_xy_backward*vel_xy_backward > vel_straight*vel_straight + vel_perpend*vel_perpend
1231 // vel_xy_backward*vel_xy_backward > vel_xy * vel_xy
1232 // obviously, this cannot be
1234 VectorScale(vel_perpend, f, vel_perpend);
1238 VectorScale(vel_perpend, max(fmin, f), vel_perpend);
1242 VectorScale(vel_perpend, max(0, 1 - s->cmd.frametime * wishspeed * sidefric), vel_perpend);
1244 VectorMA(vel_perpend, vel_straight, wishdir, s->velocity);
1248 vec_t vel_xy_preclamp;
1249 vel_xy_preclamp = VectorLength(s->velocity);
1250 if(vel_xy_preclamp > 0) // prevent division by zero
1252 vel_xy_current += (vel_xy_forward - vel_xy_current) * speedclamp;
1253 if(vel_xy_current < vel_xy_preclamp)
1254 VectorScale(s->velocity, (vel_xy_current / vel_xy_preclamp), s->velocity);
1258 s->velocity[2] += vel_z;
1261 void CL_ClientMovement_Physics_PM_AirAccelerate(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed)
1263 vec3_t curvel, wishvel, acceldir, curdir;
1264 float addspeed, accelspeed, curspeed;
1267 float airforwardaccel = cl.movevars_warsowbunny_airforwardaccel;
1268 float bunnyaccel = cl.movevars_warsowbunny_accel;
1269 float bunnytopspeed = cl.movevars_warsowbunny_topspeed;
1270 float turnaccel = cl.movevars_warsowbunny_turnaccel;
1271 float backtosideratio = cl.movevars_warsowbunny_backtosideratio;
1276 VectorCopy( s->velocity, curvel );
1278 curspeed = VectorLength( curvel );
1280 if( wishspeed > curspeed * 1.01f )
1282 float accelspeed = curspeed + airforwardaccel * cl.movevars_maxairspeed * s->cmd.frametime;
1283 if( accelspeed < wishspeed )
1284 wishspeed = accelspeed;
1288 float f = ( bunnytopspeed - curspeed ) / ( bunnytopspeed - cl.movevars_maxairspeed );
1291 wishspeed = max( curspeed, cl.movevars_maxairspeed ) + bunnyaccel * f * cl.movevars_maxairspeed * s->cmd.frametime;
1293 VectorScale( wishdir, wishspeed, wishvel );
1294 VectorSubtract( wishvel, curvel, acceldir );
1295 addspeed = VectorNormalizeLength( acceldir );
1297 accelspeed = turnaccel * cl.movevars_maxairspeed /* wishspeed */ * s->cmd.frametime;
1298 if( accelspeed > addspeed )
1299 accelspeed = addspeed;
1301 if( backtosideratio < 1.0f )
1303 VectorNormalize2( curvel, curdir );
1304 dot = DotProduct( acceldir, curdir );
1306 VectorMA( acceldir, -( 1.0f - backtosideratio ) * dot, curdir, acceldir );
1309 VectorMA( s->velocity, accelspeed, acceldir, s->velocity );
1312 void CL_ClientMovement_Physics_Walk(cl_clientmovement_state_t *s)
1328 // jump if on ground with jump button pressed but only if it has been
1329 // released at least once since the last jump
1332 if (s->onground && (s->cmd.canjump || !cl_movement_track_canjump.integer)) // FIXME remove this cvar again when canjump logic actually works, or maybe keep it for mods that allow "pogo-ing"
1334 s->velocity[2] += cl.movevars_jumpvelocity;
1335 s->onground = false;
1336 s->cmd.canjump = false;
1340 s->cmd.canjump = true;
1342 // calculate movement vector
1343 VectorSet(yawangles, 0, s->cmd.viewangles[1], 0);
1344 AngleVectors(yawangles, forward, right, up);
1345 VectorMAM(s->cmd.forwardmove, forward, s->cmd.sidemove, right, wishvel);
1347 // split wishvel into wishspeed and wishdir
1348 wishspeed = VectorLength(wishvel);
1350 VectorScale(wishvel, 1 / wishspeed, wishdir);
1352 VectorSet( wishdir, 0.0, 0.0, 0.0 );
1353 // check if onground
1356 wishspeed = min(wishspeed, cl.movevars_maxspeed);
1360 // apply edge friction
1361 f = sqrt(s->velocity[0] * s->velocity[0] + s->velocity[1] * s->velocity[1]);
1364 friction = cl.movevars_friction;
1365 if (cl.movevars_edgefriction != 1)
1369 // note: QW uses the full player box for the trace, and yet still
1370 // uses s->origin[2] + s->mins[2], which is clearly an bug, but
1371 // this mimics it for compatibility
1372 VectorSet(neworigin2, s->origin[0] + s->velocity[0]*(16/f), s->origin[1] + s->velocity[1]*(16/f), s->origin[2] + s->mins[2]);
1373 VectorSet(neworigin3, neworigin2[0], neworigin2[1], neworigin2[2] - 34);
1374 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1375 trace = CL_TraceBox(neworigin2, s->mins, s->maxs, neworigin3, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
1377 trace = CL_TraceLine(neworigin2, neworigin3, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false, false);
1378 if (trace.fraction == 1 && !trace.startsolid)
1379 friction *= cl.movevars_edgefriction;
1381 // apply ground friction
1382 f = 1 - s->cmd.frametime * friction * ((f < cl.movevars_stopspeed) ? (cl.movevars_stopspeed / f) : 1);
1384 VectorScale(s->velocity, f, s->velocity);
1386 addspeed = wishspeed - DotProduct(s->velocity, wishdir);
1389 accelspeed = min(cl.movevars_accelerate * s->cmd.frametime * wishspeed, addspeed);
1390 VectorMA(s->velocity, accelspeed, wishdir, s->velocity);
1392 if(cl.moveflags & MOVEFLAG_NOGRAVITYONGROUND)
1395 gravity = cl.movevars_gravity * cl.movevars_entgravity * s->cmd.frametime;
1396 if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
1397 s->velocity[2] -= gravity * 0.5f;
1399 s->velocity[2] -= gravity;
1400 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1402 if (VectorLength2(s->velocity))
1403 CL_ClientMovement_Move(s);
1404 if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
1405 s->velocity[2] -= gravity * 0.5f;
1409 if (s->waterjumptime <= 0)
1411 // apply air speed limit
1412 vec_t accel, wishspeed0, wishspeed2, accelqw, strafity;
1413 qboolean accelerating;
1415 accelqw = cl.movevars_airaccel_qw;
1416 wishspeed0 = wishspeed;
1417 wishspeed = min(wishspeed, cl.movevars_maxairspeed);
1420 accel = cl.movevars_airaccelerate;
1422 accelerating = (DotProduct(s->velocity, wishdir) > 0);
1423 wishspeed2 = wishspeed;
1426 if(cl.movevars_airstopaccelerate != 0)
1429 curdir[0] = s->velocity[0];
1430 curdir[1] = s->velocity[1];
1432 VectorNormalize(curdir);
1433 accel = accel + (cl.movevars_airstopaccelerate - accel) * max(0, -DotProduct(curdir, wishdir));
1435 strafity = CL_IsMoveInDirection(s->cmd.forwardmove, s->cmd.sidemove, -90) + CL_IsMoveInDirection(s->cmd.forwardmove, s->cmd.sidemove, +90); // if one is nonzero, other is always zero
1436 if(cl.movevars_maxairstrafespeed)
1437 wishspeed = min(wishspeed, CL_GeomLerp(cl.movevars_maxairspeed, strafity, cl.movevars_maxairstrafespeed));
1438 if(cl.movevars_airstrafeaccelerate)
1439 accel = CL_GeomLerp(cl.movevars_airaccelerate, strafity, cl.movevars_airstrafeaccelerate);
1440 if(cl.movevars_airstrafeaccel_qw)
1442 (((strafity > 0.5 ? cl.movevars_airstrafeaccel_qw : cl.movevars_airaccel_qw) >= 0) ? +1 : -1)
1444 (1 - CL_GeomLerp(1 - fabs(cl.movevars_airaccel_qw), strafity, 1 - fabs(cl.movevars_airstrafeaccel_qw)));
1447 if(cl.movevars_warsowbunny_turnaccel && accelerating && s->cmd.sidemove == 0 && s->cmd.forwardmove != 0)
1448 CL_ClientMovement_Physics_PM_AirAccelerate(s, wishdir, wishspeed2);
1450 CL_ClientMovement_Physics_PM_Accelerate(s, wishdir, wishspeed, wishspeed0, accel, accelqw, cl.movevars_airaccel_qw_stretchfactor, cl.movevars_airaccel_sideways_friction / cl.movevars_maxairspeed, cl.movevars_airspeedlimit_nonqw);
1452 if(cl.movevars_aircontrol)
1453 CL_ClientMovement_Physics_CPM_PM_Aircontrol(s, wishdir, wishspeed2);
1455 gravity = cl.movevars_gravity * cl.movevars_entgravity * s->cmd.frametime;
1456 if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
1457 s->velocity[2] -= gravity * 0.5f;
1459 s->velocity[2] -= gravity;
1460 CL_ClientMovement_Move(s);
1461 if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
1462 s->velocity[2] -= gravity * 0.5f;
1466 void CL_ClientMovement_PlayerMove(cl_clientmovement_state_t *s)
1468 //Con_Printf(" %f", frametime);
1470 s->cmd.canjump = true;
1471 s->waterjumptime -= s->cmd.frametime;
1472 CL_ClientMovement_UpdateStatus(s);
1473 if (s->waterlevel >= WATERLEVEL_SWIMMING)
1474 CL_ClientMovement_Physics_Swim(s);
1476 CL_ClientMovement_Physics_Walk(s);
1479 extern cvar_t slowmo;
1480 void CL_UpdateMoveVars(void)
1482 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1486 else if (cl.stats[STAT_MOVEVARS_TICRATE])
1488 cl.moveflags = cl.stats[STAT_MOVEFLAGS];
1489 cl.movevars_ticrate = cl.statsf[STAT_MOVEVARS_TICRATE];
1490 cl.movevars_timescale = cl.statsf[STAT_MOVEVARS_TIMESCALE];
1491 cl.movevars_gravity = cl.statsf[STAT_MOVEVARS_GRAVITY];
1492 cl.movevars_stopspeed = cl.statsf[STAT_MOVEVARS_STOPSPEED] ;
1493 cl.movevars_maxspeed = cl.statsf[STAT_MOVEVARS_MAXSPEED];
1494 cl.movevars_spectatormaxspeed = cl.statsf[STAT_MOVEVARS_SPECTATORMAXSPEED];
1495 cl.movevars_accelerate = cl.statsf[STAT_MOVEVARS_ACCELERATE];
1496 cl.movevars_airaccelerate = cl.statsf[STAT_MOVEVARS_AIRACCELERATE];
1497 cl.movevars_wateraccelerate = cl.statsf[STAT_MOVEVARS_WATERACCELERATE];
1498 cl.movevars_entgravity = cl.statsf[STAT_MOVEVARS_ENTGRAVITY];
1499 cl.movevars_jumpvelocity = cl.statsf[STAT_MOVEVARS_JUMPVELOCITY];
1500 cl.movevars_edgefriction = cl.statsf[STAT_MOVEVARS_EDGEFRICTION];
1501 cl.movevars_maxairspeed = cl.statsf[STAT_MOVEVARS_MAXAIRSPEED];
1502 cl.movevars_stepheight = cl.statsf[STAT_MOVEVARS_STEPHEIGHT];
1503 cl.movevars_airaccel_qw = cl.statsf[STAT_MOVEVARS_AIRACCEL_QW];
1504 cl.movevars_airaccel_qw_stretchfactor = cl.statsf[STAT_MOVEVARS_AIRACCEL_QW_STRETCHFACTOR];
1505 cl.movevars_airaccel_sideways_friction = cl.statsf[STAT_MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION];
1506 cl.movevars_friction = cl.statsf[STAT_MOVEVARS_FRICTION];
1507 cl.movevars_wallfriction = cl.statsf[STAT_MOVEVARS_WALLFRICTION];
1508 cl.movevars_waterfriction = cl.statsf[STAT_MOVEVARS_WATERFRICTION];
1509 cl.movevars_airstopaccelerate = cl.statsf[STAT_MOVEVARS_AIRSTOPACCELERATE];
1510 cl.movevars_airstrafeaccelerate = cl.statsf[STAT_MOVEVARS_AIRSTRAFEACCELERATE];
1511 cl.movevars_maxairstrafespeed = cl.statsf[STAT_MOVEVARS_MAXAIRSTRAFESPEED];
1512 cl.movevars_airstrafeaccel_qw = cl.statsf[STAT_MOVEVARS_AIRSTRAFEACCEL_QW];
1513 cl.movevars_aircontrol = cl.statsf[STAT_MOVEVARS_AIRCONTROL];
1514 cl.movevars_aircontrol_power = cl.statsf[STAT_MOVEVARS_AIRCONTROL_POWER];
1515 cl.movevars_aircontrol_penalty = cl.statsf[STAT_MOVEVARS_AIRCONTROL_PENALTY];
1516 cl.movevars_warsowbunny_airforwardaccel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_AIRFORWARDACCEL];
1517 cl.movevars_warsowbunny_accel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_ACCEL];
1518 cl.movevars_warsowbunny_topspeed = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_TOPSPEED];
1519 cl.movevars_warsowbunny_turnaccel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_TURNACCEL];
1520 cl.movevars_warsowbunny_backtosideratio = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_BACKTOSIDERATIO];
1521 cl.movevars_airspeedlimit_nonqw = cl.statsf[STAT_MOVEVARS_AIRSPEEDLIMIT_NONQW];
1526 cl.movevars_ticrate = slowmo.value / bound(1.0f, cl_netfps.value, 1000.0f);
1527 cl.movevars_timescale = slowmo.value;
1528 cl.movevars_gravity = sv_gravity.value;
1529 cl.movevars_stopspeed = cl_movement_stopspeed.value;
1530 cl.movevars_maxspeed = cl_movement_maxspeed.value;
1531 cl.movevars_spectatormaxspeed = cl_movement_maxspeed.value;
1532 cl.movevars_accelerate = cl_movement_accelerate.value;
1533 cl.movevars_airaccelerate = cl_movement_airaccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_airaccelerate.value;
1534 cl.movevars_wateraccelerate = cl_movement_wateraccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_wateraccelerate.value;
1535 cl.movevars_friction = cl_movement_friction.value;
1536 cl.movevars_wallfriction = cl_movement_wallfriction.value;
1537 cl.movevars_waterfriction = cl_movement_waterfriction.value < 0 ? cl_movement_friction.value : cl_movement_waterfriction.value;
1538 cl.movevars_entgravity = 1;
1539 cl.movevars_jumpvelocity = cl_movement_jumpvelocity.value;
1540 cl.movevars_edgefriction = cl_movement_edgefriction.value;
1541 cl.movevars_maxairspeed = cl_movement_maxairspeed.value;
1542 cl.movevars_stepheight = cl_movement_stepheight.value;
1543 cl.movevars_airaccel_qw = cl_movement_airaccel_qw.value;
1544 cl.movevars_airaccel_qw_stretchfactor = 0;
1545 cl.movevars_airaccel_sideways_friction = cl_movement_airaccel_sideways_friction.value;
1546 cl.movevars_airstopaccelerate = 0;
1547 cl.movevars_airstrafeaccelerate = 0;
1548 cl.movevars_maxairstrafespeed = 0;
1549 cl.movevars_airstrafeaccel_qw = 0;
1550 cl.movevars_aircontrol = 0;
1551 cl.movevars_aircontrol_power = 2;
1552 cl.movevars_aircontrol_penalty = 0;
1553 cl.movevars_warsowbunny_airforwardaccel = 0;
1554 cl.movevars_warsowbunny_accel = 0;
1555 cl.movevars_warsowbunny_topspeed = 0;
1556 cl.movevars_warsowbunny_turnaccel = 0;
1557 cl.movevars_warsowbunny_backtosideratio = 0;
1558 cl.movevars_airspeedlimit_nonqw = 0;
1561 if(!(cl.moveflags & MOVEFLAG_VALID))
1563 if(gamemode == GAME_NEXUIZ)
1564 cl.moveflags = MOVEFLAG_Q2AIRACCELERATE;
1567 if(cl.movevars_aircontrol_power <= 0)
1568 cl.movevars_aircontrol_power = 2; // CPMA default
1571 void CL_ClientMovement_Replay(void)
1574 double totalmovemsec;
1575 cl_clientmovement_state_t s;
1577 if (cl.movement_predicted && !cl.movement_replay)
1580 if (!cl_movement_replay.integer)
1583 // set up starting state for the series of moves
1584 memset(&s, 0, sizeof(s));
1585 VectorCopy(cl.entities[cl.playerentity].state_current.origin, s.origin);
1586 VectorCopy(cl.mvelocity[0], s.velocity);
1587 s.crouched = true; // will be updated on first move
1588 //Con_Printf("movement replay starting org %f %f %f vel %f %f %f\n", s.origin[0], s.origin[1], s.origin[2], s.velocity[0], s.velocity[1], s.velocity[2]);
1591 for (i = 0;i < CL_MAX_USERCMDS;i++)
1592 if (cl.movecmd[i].sequence > cls.servermovesequence)
1593 totalmovemsec += cl.movecmd[i].msec;
1594 cl.movement_predicted = totalmovemsec >= cl_movement_minping.value && cls.servermovesequence && (cl_movement.integer && !cls.demoplayback && cls.signon == SIGNONS && cl.stats[STAT_HEALTH] > 0 && !cl.intermission);
1595 //Con_Printf("%i = %.0f >= %.0f && %i && (%i && %i && %i == %i && %i > 0 && %i\n", cl.movement_predicted, totalmovemsec, cl_movement_minping.value, cls.servermovesequence, cl_movement.integer, !cls.demoplayback, cls.signon, SIGNONS, cl.stats[STAT_HEALTH], !cl.intermission);
1596 if (cl.movement_predicted)
1598 //Con_Printf("%ims\n", cl.movecmd[0].msec);
1600 // replay the input queue to predict current location
1601 // note: this relies on the fact there's always one queue item at the end
1603 // find how many are still valid
1604 for (i = 0;i < CL_MAX_USERCMDS;i++)
1605 if (cl.movecmd[i].sequence <= cls.servermovesequence)
1607 // now walk them in oldest to newest order
1608 for (i--;i >= 0;i--)
1610 s.cmd = cl.movecmd[i];
1611 if (i < CL_MAX_USERCMDS - 1)
1612 s.cmd.canjump = cl.movecmd[i+1].canjump;
1613 // FIXME doesn't this read from unused slots? shouldn't this rather be limited to the initial value of i?
1615 // if a move is more than 50ms, do it as two moves (matching qwsv)
1616 //Con_Printf("%i ", s.cmd.msec);
1617 if(s.cmd.frametime > 0.0005)
1619 if (s.cmd.frametime > 0.05)
1621 s.cmd.frametime /= 2;
1622 CL_ClientMovement_PlayerMove(&s);
1624 CL_ClientMovement_PlayerMove(&s);
1625 cl.movecmd[i].canjump = s.cmd.canjump;
1629 CL_ClientMovement_UpdateStatus(&s);
1633 // get the first movement queue entry to know whether to crouch and such
1634 s.cmd = cl.movecmd[0];
1637 if (cls.demoplayback) // for bob, speedometer
1638 VectorCopy(cl.mvelocity[0], cl.movement_velocity);
1641 cl.movement_replay = false;
1642 // update the interpolation target position and velocity
1643 VectorCopy(s.origin, cl.movement_origin);
1644 VectorCopy(s.velocity, cl.movement_velocity);
1647 // update the onground flag if appropriate
1648 if (cl.movement_predicted)
1650 // when predicted we simply set the flag according to the UpdateStatus
1651 cl.onground = s.onground;
1655 // when not predicted, cl.onground is cleared by cl_parse.c each time
1656 // an update packet is received, but can be forced on here to hide
1657 // server inconsistencies in the onground flag
1658 // (which mostly occur when stepping up stairs at very high framerates
1659 // where after the step up the move continues forward and not
1660 // downward so the ground is not detected)
1662 // such onground inconsistencies can cause jittery gun bobbing and
1663 // stair smoothing, so we set onground if UpdateStatus says so
1668 // react to onground state changes (for gun bob)
1671 if (!cl.oldonground)
1672 cl.hitgroundtime = cl.movecmd[0].time;
1673 cl.lastongroundtime = cl.movecmd[0].time;
1675 cl.oldonground = cl.onground;
1678 void QW_MSG_WriteDeltaUsercmd(sizebuf_t *buf, usercmd_t *from, usercmd_t *to)
1683 if (to->viewangles[0] != from->viewangles[0])
1684 bits |= QW_CM_ANGLE1;
1685 if (to->viewangles[1] != from->viewangles[1])
1686 bits |= QW_CM_ANGLE2;
1687 if (to->viewangles[2] != from->viewangles[2])
1688 bits |= QW_CM_ANGLE3;
1689 if (to->forwardmove != from->forwardmove)
1690 bits |= QW_CM_FORWARD;
1691 if (to->sidemove != from->sidemove)
1693 if (to->upmove != from->upmove)
1695 if (to->buttons != from->buttons)
1696 bits |= QW_CM_BUTTONS;
1697 if (to->impulse != from->impulse)
1698 bits |= QW_CM_IMPULSE;
1700 MSG_WriteByte(buf, bits);
1701 if (bits & QW_CM_ANGLE1)
1702 MSG_WriteAngle16i(buf, to->viewangles[0]);
1703 if (bits & QW_CM_ANGLE2)
1704 MSG_WriteAngle16i(buf, to->viewangles[1]);
1705 if (bits & QW_CM_ANGLE3)
1706 MSG_WriteAngle16i(buf, to->viewangles[2]);
1707 if (bits & QW_CM_FORWARD)
1708 MSG_WriteShort(buf, (short) to->forwardmove);
1709 if (bits & QW_CM_SIDE)
1710 MSG_WriteShort(buf, (short) to->sidemove);
1711 if (bits & QW_CM_UP)
1712 MSG_WriteShort(buf, (short) to->upmove);
1713 if (bits & QW_CM_BUTTONS)
1714 MSG_WriteByte(buf, to->buttons);
1715 if (bits & QW_CM_IMPULSE)
1716 MSG_WriteByte(buf, to->impulse);
1717 MSG_WriteByte(buf, to->msec);
1720 void CL_NewFrameReceived(int num)
1722 if (developer_networkentities.integer >= 10)
1723 Con_Printf("recv: svc_entities %i\n", num);
1724 cl.latestframenums[cl.latestframenumsposition] = num;
1725 cl.latestsendnums[cl.latestframenumsposition] = cl.cmd.sequence;
1726 cl.latestframenumsposition = (cl.latestframenumsposition + 1) % LATESTFRAMENUMS;
1729 void CL_RotateMoves(const matrix4x4_t *m)
1731 // rotate viewangles in all previous moves
1735 for (i = 0;i < CL_MAX_USERCMDS;i++)
1737 if (cl.movecmd[i].sequence > cls.servermovesequence)
1739 usercmd_t *c = &cl.movecmd[i];
1740 AngleVectors(c->viewangles, f, r, u);
1741 Matrix4x4_Transform(m, f, v); VectorCopy(v, f);
1742 Matrix4x4_Transform(m, u, v); VectorCopy(v, u);
1743 AnglesFromVectors(c->viewangles, f, u, false);
1753 usercmd_t nullcmd; // for delta compression of qw moves
1754 void CL_SendMove(void)
1756 int i, j, packetloss;
1762 unsigned char data[1024];
1768 // if playing a demo, do nothing
1772 // we don't que moves during a lag spike (potential network timeout)
1773 quemove = realtime - cl.last_received_message < cl_movement_nettimeout.value;
1775 // we build up cl.cmd and then decide whether to send or not
1776 // we store this into cl.movecmd[0] for prediction each frame even if we
1777 // do not send, to make sure that prediction is instant
1778 cl.cmd.time = cl.time;
1779 cl.cmd.sequence = cls.netcon->outgoing_unreliable_sequence;
1782 // LordHavoc: added 6 new buttons and use and chat buttons, and prydon cursor active button
1784 if (in_attack.state & 3) bits |= 1;
1785 if (in_jump.state & 3) bits |= 2;
1786 if (in_button3.state & 3) bits |= 4;
1787 if (in_button4.state & 3) bits |= 8;
1788 if (in_button5.state & 3) bits |= 16;
1789 if (in_button6.state & 3) bits |= 32;
1790 if (in_button7.state & 3) bits |= 64;
1791 if (in_button8.state & 3) bits |= 128;
1792 if (in_use.state & 3) bits |= 256;
1793 if (key_dest != key_game || key_consoleactive) bits |= 512;
1794 if (cl_prydoncursor.integer > 0) bits |= 1024;
1795 if (in_button9.state & 3) bits |= 2048;
1796 if (in_button10.state & 3) bits |= 4096;
1797 if (in_button11.state & 3) bits |= 8192;
1798 if (in_button12.state & 3) bits |= 16384;
1799 if (in_button13.state & 3) bits |= 32768;
1800 if (in_button14.state & 3) bits |= 65536;
1801 if (in_button15.state & 3) bits |= 131072;
1802 if (in_button16.state & 3) bits |= 262144;
1803 // button bits 19-31 unused currently
1804 // rotate/zoom view serverside if PRYDON_CLIENTCURSOR cursor is at edge of screen
1805 if(cl_prydoncursor.integer > 0)
1807 if (cl.cmd.cursor_screen[0] <= -1) bits |= 8;
1808 if (cl.cmd.cursor_screen[0] >= 1) bits |= 16;
1809 if (cl.cmd.cursor_screen[1] <= -1) bits |= 32;
1810 if (cl.cmd.cursor_screen[1] >= 1) bits |= 64;
1813 // set buttons and impulse
1814 cl.cmd.buttons = bits;
1815 cl.cmd.impulse = in_impulse;
1818 VectorCopy(cl.viewangles, cl.cmd.viewangles);
1820 msecdelta = (int)(floor(cl.cmd.time * 1000) - floor(cl.movecmd[1].time * 1000));
1821 cl.cmd.msec = (unsigned char)bound(0, msecdelta, 255);
1822 // ridiculous value rejection (matches qw)
1823 if (cl.cmd.msec > 250)
1825 cl.cmd.frametime = cl.cmd.msec * (1.0 / 1000.0);
1827 cl.cmd.predicted = cl_movement.integer != 0;
1829 // movement is set by input code (forwardmove/sidemove/upmove)
1830 // always dump the first two moves, because they may contain leftover inputs from the last level
1831 if (cl.cmd.sequence <= 2)
1832 cl.cmd.forwardmove = cl.cmd.sidemove = cl.cmd.upmove = cl.cmd.impulse = cl.cmd.buttons = 0;
1834 cl.cmd.jump = (cl.cmd.buttons & 2) != 0;
1836 switch (cls.protocol)
1838 case PROTOCOL_QUAKEWORLD:
1839 case PROTOCOL_QUAKE:
1840 case PROTOCOL_QUAKEDP:
1841 case PROTOCOL_NEHAHRAMOVIE:
1842 case PROTOCOL_NEHAHRABJP:
1843 case PROTOCOL_NEHAHRABJP2:
1844 case PROTOCOL_NEHAHRABJP3:
1845 case PROTOCOL_DARKPLACES1:
1846 case PROTOCOL_DARKPLACES2:
1847 case PROTOCOL_DARKPLACES3:
1848 case PROTOCOL_DARKPLACES4:
1849 case PROTOCOL_DARKPLACES5:
1851 case PROTOCOL_DARKPLACES6:
1852 case PROTOCOL_DARKPLACES7:
1853 // FIXME: cl.cmd.buttons & 16 is +button5, Nexuiz/Xonotic specific
1854 cl.cmd.crouch = (cl.cmd.buttons & 16) != 0;
1856 case PROTOCOL_UNKNOWN:
1861 cl.movecmd[0] = cl.cmd;
1863 // don't predict more than 200fps
1864 if (realtime >= cl.lastpackettime + 0.005)
1865 cl.movement_replay = true; // redo the prediction
1867 // now decide whether to actually send this move
1868 // (otherwise it is only for prediction)
1870 // don't send too often or else network connections can get clogged by a
1871 // high renderer framerate
1872 packettime = 1.0 / bound(1, cl_netfps.value, 1000);
1873 if (cl.movevars_timescale && cl.movevars_ticrate)
1875 float maxtic = cl.movevars_ticrate / cl.movevars_timescale;
1876 packettime = min(packettime, maxtic);
1879 // do not send 0ms packets because they mess up physics
1880 if(cl.cmd.msec == 0 && cl.time > cl.oldtime && (cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS))
1882 // always send if buttons changed or an impulse is pending
1883 // even if it violates the rate limit!
1884 important = (cl.cmd.impulse || (cl_netimmediatebuttons.integer && cl.cmd.buttons != cl.movecmd[1].buttons));
1885 // don't send too often (cl_netfps)
1886 if (!important && realtime < cl.lastpackettime + packettime)
1888 // don't choke the connection with packets (obey rate limit)
1889 // it is important that this check be last, because it adds a new
1890 // frame to the shownetgraph output and any cancelation after this
1891 // will produce a nasty spike-like look to the netgraph
1892 // we also still send if it is important
1893 if (!NetConn_CanSend(cls.netcon) && !important)
1895 // try to round off the lastpackettime to a multiple of the packet interval
1896 // (this causes it to emit packets at a steady beat)
1898 cl.lastpackettime = floor(realtime / packettime) * packettime;
1900 cl.lastpackettime = realtime;
1902 buf.maxsize = sizeof(data);
1906 // send the movement message
1907 // PROTOCOL_QUAKE clc_move = 16 bytes total
1908 // PROTOCOL_QUAKEDP clc_move = 16 bytes total
1909 // PROTOCOL_NEHAHRAMOVIE clc_move = 16 bytes total
1910 // PROTOCOL_DARKPLACES1 clc_move = 19 bytes total
1911 // PROTOCOL_DARKPLACES2 clc_move = 25 bytes total
1912 // PROTOCOL_DARKPLACES3 clc_move = 25 bytes total
1913 // PROTOCOL_DARKPLACES4 clc_move = 19 bytes total
1914 // PROTOCOL_DARKPLACES5 clc_move = 19 bytes total
1915 // PROTOCOL_DARKPLACES6 clc_move = 52 bytes total
1916 // PROTOCOL_DARKPLACES7 clc_move = 56 bytes total per move (can be up to 16 moves)
1917 // PROTOCOL_QUAKEWORLD clc_move = 34 bytes total (typically, but can reach 43 bytes, or even 49 bytes with roll)
1919 // set prydon cursor info
1920 CL_UpdatePrydonCursor();
1922 if (cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS)
1924 switch (cls.protocol)
1926 case PROTOCOL_QUAKEWORLD:
1927 MSG_WriteByte(&buf, qw_clc_move);
1928 // save the position for a checksum byte
1929 checksumindex = buf.cursize;
1930 MSG_WriteByte(&buf, 0);
1931 // packet loss percentage
1932 for (j = 0, packetloss = 0;j < NETGRAPH_PACKETS;j++)
1933 if (cls.netcon->incoming_netgraph[j].unreliablebytes == NETGRAPH_LOSTPACKET)
1935 packetloss = packetloss * 100 / NETGRAPH_PACKETS;
1936 MSG_WriteByte(&buf, packetloss);
1937 // write most recent 3 moves
1938 QW_MSG_WriteDeltaUsercmd(&buf, &nullcmd, &cl.movecmd[2]);
1939 QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[2], &cl.movecmd[1]);
1940 QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[1], &cl.cmd);
1941 // calculate the checksum
1942 buf.data[checksumindex] = COM_BlockSequenceCRCByteQW(buf.data + checksumindex + 1, buf.cursize - checksumindex - 1, cls.netcon->outgoing_unreliable_sequence);
1943 // if delta compression history overflows, request no delta
1944 if (cls.netcon->outgoing_unreliable_sequence - cl.qw_validsequence >= QW_UPDATE_BACKUP-1)
1945 cl.qw_validsequence = 0;
1946 // request delta compression if appropriate
1947 if (cl.qw_validsequence && !cl_nodelta.integer && cls.state == ca_connected && !cls.demorecording)
1949 cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = cl.qw_validsequence;
1950 MSG_WriteByte(&buf, qw_clc_delta);
1951 MSG_WriteByte(&buf, cl.qw_validsequence & 255);
1954 cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = -1;
1956 case PROTOCOL_QUAKE:
1957 case PROTOCOL_QUAKEDP:
1958 case PROTOCOL_NEHAHRAMOVIE:
1959 case PROTOCOL_NEHAHRABJP:
1960 case PROTOCOL_NEHAHRABJP2:
1961 case PROTOCOL_NEHAHRABJP3:
1963 MSG_WriteByte (&buf, clc_move);
1964 MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
1965 // 3 bytes (6 bytes in proquake)
1966 if (cls.proquake_servermod == 1) // MOD_PROQUAKE
1968 for (i = 0;i < 3;i++)
1969 MSG_WriteAngle16i (&buf, cl.cmd.viewangles[i]);
1973 for (i = 0;i < 3;i++)
1974 MSG_WriteAngle8i (&buf, cl.cmd.viewangles[i]);
1977 MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
1978 MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
1979 MSG_WriteCoord16i (&buf, cl.cmd.upmove);
1981 MSG_WriteByte (&buf, cl.cmd.buttons);
1982 MSG_WriteByte (&buf, cl.cmd.impulse);
1984 case PROTOCOL_DARKPLACES2:
1985 case PROTOCOL_DARKPLACES3:
1987 MSG_WriteByte (&buf, clc_move);
1988 MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
1990 for (i = 0;i < 3;i++)
1991 MSG_WriteAngle32f (&buf, cl.cmd.viewangles[i]);
1993 MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
1994 MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
1995 MSG_WriteCoord16i (&buf, cl.cmd.upmove);
1997 MSG_WriteByte (&buf, cl.cmd.buttons);
1998 MSG_WriteByte (&buf, cl.cmd.impulse);
2000 case PROTOCOL_DARKPLACES1:
2001 case PROTOCOL_DARKPLACES4:
2002 case PROTOCOL_DARKPLACES5:
2004 MSG_WriteByte (&buf, clc_move);
2005 MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
2007 for (i = 0;i < 3;i++)
2008 MSG_WriteAngle16i (&buf, cl.cmd.viewangles[i]);
2010 MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
2011 MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
2012 MSG_WriteCoord16i (&buf, cl.cmd.upmove);
2014 MSG_WriteByte (&buf, cl.cmd.buttons);
2015 MSG_WriteByte (&buf, cl.cmd.impulse);
2016 case PROTOCOL_DARKPLACES6:
2017 case PROTOCOL_DARKPLACES7:
2018 // set the maxusercmds variable to limit how many should be sent
2019 maxusercmds = bound(1, cl_netrepeatinput.integer + 1, min(3, CL_MAX_USERCMDS));
2020 // when movement prediction is off, there's not much point in repeating old input as it will just be ignored
2021 if (!cl.cmd.predicted)
2024 // send the latest moves in order, the old ones will be
2025 // ignored by the server harmlessly, however if the previous
2026 // packets were lost these moves will be used
2028 // this reduces packet loss impact on gameplay.
2029 for (j = 0, cmd = &cl.movecmd[maxusercmds-1];j < maxusercmds;j++, cmd--)
2031 // don't repeat any stale moves
2032 if (cmd->sequence && cmd->sequence < cls.servermovesequence)
2035 MSG_WriteByte (&buf, clc_move);
2036 if (cls.protocol != PROTOCOL_DARKPLACES6)
2037 MSG_WriteLong (&buf, cmd->predicted ? cmd->sequence : 0);
2038 MSG_WriteFloat (&buf, cmd->time); // last server packet time
2040 for (i = 0;i < 3;i++)
2041 MSG_WriteAngle16i (&buf, cmd->viewangles[i]);
2043 MSG_WriteCoord16i (&buf, cmd->forwardmove);
2044 MSG_WriteCoord16i (&buf, cmd->sidemove);
2045 MSG_WriteCoord16i (&buf, cmd->upmove);
2047 MSG_WriteLong (&buf, cmd->buttons);
2048 MSG_WriteByte (&buf, cmd->impulse);
2049 // PRYDON_CLIENTCURSOR
2051 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[0] * 32767.0f));
2052 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[1] * 32767.0f));
2053 MSG_WriteFloat (&buf, cmd->cursor_start[0]);
2054 MSG_WriteFloat (&buf, cmd->cursor_start[1]);
2055 MSG_WriteFloat (&buf, cmd->cursor_start[2]);
2056 MSG_WriteFloat (&buf, cmd->cursor_impact[0]);
2057 MSG_WriteFloat (&buf, cmd->cursor_impact[1]);
2058 MSG_WriteFloat (&buf, cmd->cursor_impact[2]);
2059 MSG_WriteShort (&buf, cmd->cursor_entitynumber);
2062 case PROTOCOL_UNKNOWN:
2067 if (cls.protocol != PROTOCOL_QUAKEWORLD && buf.cursize)
2069 // ack entity frame numbers received since the last input was sent
2070 // (redundent to improve handling of client->server packet loss)
2071 // if cl_netrepeatinput is 1 and client framerate matches server
2072 // framerate, this is 10 bytes, if client framerate is lower this
2075 int oldsequence = cl.cmd.sequence - bound(1, cl_netrepeatinput.integer + 1, 3);
2076 if (oldsequence < 1)
2078 for (i = 0;i < LATESTFRAMENUMS;i++)
2080 j = (cl.latestframenumsposition + i) % LATESTFRAMENUMS;
2081 if (cl.latestsendnums[j] >= oldsequence)
2083 if (developer_networkentities.integer >= 10)
2084 Con_Printf("send clc_ackframe %i\n", cl.latestframenums[j]);
2085 MSG_WriteByte(&buf, clc_ackframe);
2086 MSG_WriteLong(&buf, cl.latestframenums[j]);
2091 // PROTOCOL_DARKPLACES6 = 67 bytes per packet
2092 // PROTOCOL_DARKPLACES7 = 71 bytes per packet
2094 // acknowledge any recently received data blocks
2095 for (i = 0;i < CL_MAX_DOWNLOADACKS && (cls.dp_downloadack[i].start || cls.dp_downloadack[i].size);i++)
2097 MSG_WriteByte(&buf, clc_ackdownloaddata);
2098 MSG_WriteLong(&buf, cls.dp_downloadack[i].start);
2099 MSG_WriteShort(&buf, cls.dp_downloadack[i].size);
2100 cls.dp_downloadack[i].start = 0;
2101 cls.dp_downloadack[i].size = 0;
2104 // send the reliable message (forwarded commands) if there is one
2105 if (buf.cursize || cls.netcon->message.cursize)
2106 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, max(20*(buf.cursize+40), cl_rate.integer), false);
2110 // update the cl.movecmd array which holds the most recent moves,
2111 // because we now need a new slot for the next input
2112 for (i = CL_MAX_USERCMDS - 1;i >= 1;i--)
2113 cl.movecmd[i] = cl.movecmd[i-1];
2114 cl.movecmd[0].msec = 0;
2115 cl.movecmd[0].frametime = 0;
2118 // clear button 'click' states
2119 in_attack.state &= ~2;
2120 in_jump.state &= ~2;
2121 in_button3.state &= ~2;
2122 in_button4.state &= ~2;
2123 in_button5.state &= ~2;
2124 in_button6.state &= ~2;
2125 in_button7.state &= ~2;
2126 in_button8.state &= ~2;
2128 in_button9.state &= ~2;
2129 in_button10.state &= ~2;
2130 in_button11.state &= ~2;
2131 in_button12.state &= ~2;
2132 in_button13.state &= ~2;
2133 in_button14.state &= ~2;
2134 in_button15.state &= ~2;
2135 in_button16.state &= ~2;
2139 if (cls.netcon->message.overflowed)
2141 Con_Print("CL_SendMove: lost server connection\n");
2143 Host_ShutdownServer();
2152 void CL_InitInput (void)
2154 Cmd_AddCommand ("+moveup",IN_UpDown, "swim upward");
2155 Cmd_AddCommand ("-moveup",IN_UpUp, "stop swimming upward");
2156 Cmd_AddCommand ("+movedown",IN_DownDown, "swim downward");
2157 Cmd_AddCommand ("-movedown",IN_DownUp, "stop swimming downward");
2158 Cmd_AddCommand ("+left",IN_LeftDown, "turn left");
2159 Cmd_AddCommand ("-left",IN_LeftUp, "stop turning left");
2160 Cmd_AddCommand ("+right",IN_RightDown, "turn right");
2161 Cmd_AddCommand ("-right",IN_RightUp, "stop turning right");
2162 Cmd_AddCommand ("+forward",IN_ForwardDown, "move forward");
2163 Cmd_AddCommand ("-forward",IN_ForwardUp, "stop moving forward");
2164 Cmd_AddCommand ("+back",IN_BackDown, "move backward");
2165 Cmd_AddCommand ("-back",IN_BackUp, "stop moving backward");
2166 Cmd_AddCommand ("+lookup", IN_LookupDown, "look upward");
2167 Cmd_AddCommand ("-lookup", IN_LookupUp, "stop looking upward");
2168 Cmd_AddCommand ("+lookdown", IN_LookdownDown, "look downward");
2169 Cmd_AddCommand ("-lookdown", IN_LookdownUp, "stop looking downward");
2170 Cmd_AddCommand ("+strafe", IN_StrafeDown, "activate strafing mode (move instead of turn)");
2171 Cmd_AddCommand ("-strafe", IN_StrafeUp, "deactivate strafing mode");
2172 Cmd_AddCommand ("+moveleft", IN_MoveleftDown, "strafe left");
2173 Cmd_AddCommand ("-moveleft", IN_MoveleftUp, "stop strafing left");
2174 Cmd_AddCommand ("+moveright", IN_MoverightDown, "strafe right");
2175 Cmd_AddCommand ("-moveright", IN_MoverightUp, "stop strafing right");
2176 Cmd_AddCommand ("+speed", IN_SpeedDown, "activate run mode (faster movement and turning)");
2177 Cmd_AddCommand ("-speed", IN_SpeedUp, "deactivate run mode");
2178 Cmd_AddCommand ("+attack", IN_AttackDown, "begin firing");
2179 Cmd_AddCommand ("-attack", IN_AttackUp, "stop firing");
2180 Cmd_AddCommand ("+jump", IN_JumpDown, "jump");
2181 Cmd_AddCommand ("-jump", IN_JumpUp, "end jump (so you can jump again)");
2182 Cmd_AddCommand ("impulse", IN_Impulse, "send an impulse number to server (select weapon, use item, etc)");
2183 Cmd_AddCommand ("+klook", IN_KLookDown, "activate keyboard looking mode, do not recenter view");
2184 Cmd_AddCommand ("-klook", IN_KLookUp, "deactivate keyboard looking mode");
2185 Cmd_AddCommand ("+mlook", IN_MLookDown, "activate mouse looking mode, do not recenter view");
2186 Cmd_AddCommand ("-mlook", IN_MLookUp, "deactivate mouse looking mode");
2188 // LordHavoc: added use button
2189 Cmd_AddCommand ("+use", IN_UseDown, "use something (may be used by some mods)");
2190 Cmd_AddCommand ("-use", IN_UseUp, "stop using something");
2192 // LordHavoc: added 6 new buttons
2193 Cmd_AddCommand ("+button3", IN_Button3Down, "activate button3 (behavior depends on mod)");
2194 Cmd_AddCommand ("-button3", IN_Button3Up, "deactivate button3");
2195 Cmd_AddCommand ("+button4", IN_Button4Down, "activate button4 (behavior depends on mod)");
2196 Cmd_AddCommand ("-button4", IN_Button4Up, "deactivate button4");
2197 Cmd_AddCommand ("+button5", IN_Button5Down, "activate button5 (behavior depends on mod)");
2198 Cmd_AddCommand ("-button5", IN_Button5Up, "deactivate button5");
2199 Cmd_AddCommand ("+button6", IN_Button6Down, "activate button6 (behavior depends on mod)");
2200 Cmd_AddCommand ("-button6", IN_Button6Up, "deactivate button6");
2201 Cmd_AddCommand ("+button7", IN_Button7Down, "activate button7 (behavior depends on mod)");
2202 Cmd_AddCommand ("-button7", IN_Button7Up, "deactivate button7");
2203 Cmd_AddCommand ("+button8", IN_Button8Down, "activate button8 (behavior depends on mod)");
2204 Cmd_AddCommand ("-button8", IN_Button8Up, "deactivate button8");
2205 Cmd_AddCommand ("+button9", IN_Button9Down, "activate button9 (behavior depends on mod)");
2206 Cmd_AddCommand ("-button9", IN_Button9Up, "deactivate button9");
2207 Cmd_AddCommand ("+button10", IN_Button10Down, "activate button10 (behavior depends on mod)");
2208 Cmd_AddCommand ("-button10", IN_Button10Up, "deactivate button10");
2209 Cmd_AddCommand ("+button11", IN_Button11Down, "activate button11 (behavior depends on mod)");
2210 Cmd_AddCommand ("-button11", IN_Button11Up, "deactivate button11");
2211 Cmd_AddCommand ("+button12", IN_Button12Down, "activate button12 (behavior depends on mod)");
2212 Cmd_AddCommand ("-button12", IN_Button12Up, "deactivate button12");
2213 Cmd_AddCommand ("+button13", IN_Button13Down, "activate button13 (behavior depends on mod)");
2214 Cmd_AddCommand ("-button13", IN_Button13Up, "deactivate button13");
2215 Cmd_AddCommand ("+button14", IN_Button14Down, "activate button14 (behavior depends on mod)");
2216 Cmd_AddCommand ("-button14", IN_Button14Up, "deactivate button14");
2217 Cmd_AddCommand ("+button15", IN_Button15Down, "activate button15 (behavior depends on mod)");
2218 Cmd_AddCommand ("-button15", IN_Button15Up, "deactivate button15");
2219 Cmd_AddCommand ("+button16", IN_Button16Down, "activate button16 (behavior depends on mod)");
2220 Cmd_AddCommand ("-button16", IN_Button16Up, "deactivate button16");
2222 // LordHavoc: added bestweapon command
2223 Cmd_AddCommand ("bestweapon", IN_BestWeapon, "send an impulse number to server to select the first usable weapon out of several (example: 8 7 6 5 4 3 2 1)");
2225 Cmd_AddCommand ("cycleweapon", IN_CycleWeapon, "send an impulse number to server to select the next usable weapon out of several (example: 9 4 8) if you are holding one of these, and choose the first one if you are holding none of these");
2227 Cmd_AddCommand ("register_bestweapon", IN_BestWeapon_Register_f, "(for QC usage only) change weapon parameters to be used by bestweapon; stuffcmd this in ClientConnect");
2229 Cvar_RegisterVariable(&cl_movecliptokeyboard);
2230 Cvar_RegisterVariable(&cl_movement);
2231 Cvar_RegisterVariable(&cl_movement_replay);
2232 Cvar_RegisterVariable(&cl_movement_nettimeout);
2233 Cvar_RegisterVariable(&cl_movement_minping);
2234 Cvar_RegisterVariable(&cl_movement_track_canjump);
2235 Cvar_RegisterVariable(&cl_movement_maxspeed);
2236 Cvar_RegisterVariable(&cl_movement_maxairspeed);
2237 Cvar_RegisterVariable(&cl_movement_stopspeed);
2238 Cvar_RegisterVariable(&cl_movement_friction);
2239 Cvar_RegisterVariable(&cl_movement_wallfriction);
2240 Cvar_RegisterVariable(&cl_movement_waterfriction);
2241 Cvar_RegisterVariable(&cl_movement_edgefriction);
2242 Cvar_RegisterVariable(&cl_movement_stepheight);
2243 Cvar_RegisterVariable(&cl_movement_accelerate);
2244 Cvar_RegisterVariable(&cl_movement_airaccelerate);
2245 Cvar_RegisterVariable(&cl_movement_wateraccelerate);
2246 Cvar_RegisterVariable(&cl_movement_jumpvelocity);
2247 Cvar_RegisterVariable(&cl_movement_airaccel_qw);
2248 Cvar_RegisterVariable(&cl_movement_airaccel_sideways_friction);
2250 Cvar_RegisterVariable(&in_pitch_min);
2251 Cvar_RegisterVariable(&in_pitch_max);
2252 Cvar_RegisterVariable(&m_filter);
2253 Cvar_RegisterVariable(&m_accelerate);
2254 Cvar_RegisterVariable(&m_accelerate_minspeed);
2255 Cvar_RegisterVariable(&m_accelerate_maxspeed);
2256 Cvar_RegisterVariable(&m_accelerate_filter);
2258 Cvar_RegisterVariable(&cl_netfps);
2259 Cvar_RegisterVariable(&cl_netrepeatinput);
2260 Cvar_RegisterVariable(&cl_netimmediatebuttons);
2262 Cvar_RegisterVariable(&cl_nodelta);
2264 Cvar_RegisterVariable(&cl_csqc_generatemousemoveevents);